Recommended Posts

Friends,
I am working on this space sim adventure, and I am trying to build it with the Quake II engine. Has anyone experience working with the quake engine? Am I totally nuts trying to develop flight sim and flight instruments in quake (ie. i need gauges, rocket thrust, robot arms, etc.)
Thanks Ya'll
Jurgen

Share this post

Link to post

Share on other sites

Hrm, this isn't really a Help Wanted, I'm gonna move you to... Game Programming.

Using one of the Quake engines probably isn't ideal for a space game. While you can probably get something working it's not really what the engine is designed for, and in particular it's very much aimed at supporting enclosed indoor environments rather than an open space setting.

0

Share this post

Link to post

Share on other sites

Right. I think the Quake2 engine uses Euler angles for entity orientation which is not conducive to moving with 6 degrees of freedom; and you'll want 6DOF in a space sim. Back in the day I made a flight sim in Quake engine which is very similar, and it was a royal pain (basically, you have to implement your own rotation matrix code and translate to/from Euler constantly). Of course, with the source code being released you can change the innards but then it becomes something else than "just using the Quake2 engine".

If you really want to use one of these engines, I think Quake3 might be a better choice as it allows larger level sizes and is somewhat "lighter".

0

Share this post

Link to post

Share on other sites

great feedback! thank you. I am moving on to Quake III. The 2-3 min adventure space sim I have in mind will include flying through tunnels and things. I am looking for help. It won't be a huge money maker so hold on with the order for a Porsche 911, but it will be a fair competensation for your time. If anyone is interested in building a space sim adventure using Quake III please send me a personal message. THANKS!